/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h
Metadata about a gameplay cue execution
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType), Meta=(HasNativeBreak="/Script/GameplayAbilities.AbilitySystemBlueprintLibrary.BreakGameplayCueParameters", HasNativeMake="/Script/GameplayAbilities.AbilitySystemBlueprintLibrary.MakeGameplayCueParameters")) struct FGameplayCueParameters
int32
AbilityLevel
If originating from an ability, this will be the level of that ability
FGameplayTagCon...
AggregatedSourceTags
The aggregated source tags taken from the effect spec
FGameplayTagCon...
AggregatedTargetTags
The aggregated target tags taken from the effect spec
bool
bGameplayEffectActive
If originating from a GameplayEffect, whether that GameplayEffect is still Active
bool
bReplicateLocationWhenUsingMinimalRepProxy
If we're using a minimal replication proxy, should we replicate location for this cue
TWeakObjectPtr<...
EffectCauser
The physical actor that actually did the damage, can be a weapon or projectile
FGameplayEffect...
EffectContext
Effect context, contains information about hit result, etc
int32
GameplayEffectLevel
If originating from a GameplayEffect, the level of that GameplayEffect
TWeakObjectPtr<...
Instigator
Instigator actor, the actor that owns the ability system component
FVector_NetQuan...
Location
Location cue took place at
FGameplayTag
MatchedTagName
The tag name that matched this specific gameplay cue handler
FVector_NetQuan...
Normal
Normal of impact that caused cue
float
NormalizedMagnitude
Magnitude of source gameplay effect, normalzed from 0-1.
FGameplayTag
OriginalTag
The original tag of the gameplay cue
TWeakObjectPtr<...
PhysicalMaterial
PhysMat of the hit, if there was a hit.
float
RawMagnitude
Raw final magnitude of source gameplay effect.
TWeakObjectPtr<...
SourceObject
Object this effect was created from, can be an actor or static object.
TWeakObjectPtr<...
TargetAttachComponent
Could be used to say "attach FX to this component always"